Quick answer: Make the logic order-independent or set an explicit execution order, and have the test drive the components deterministically rather than relying on the loop's incidental ordering.
Relying on which Update runs first is undefined behaviour. A test built on it is flaky. Fix the ordering dependency in the code, then test the deterministic result.
How to fix it
1. Remove the hidden ordering dependency
Restructure so the result does not depend on which component's Update ran first, for example by computing the value on demand instead of reading a sibling's per-frame state.
2. Set explicit order when unavoidable
If order genuinely matters, set it in the Script Execution Order settings or with [DefaultExecutionOrder] so it is defined and stable rather than incidental.
3. Drive components directly in the test
Call the methods in the intended order from the test rather than relying on the player loop, so the test verifies the logic without depending on engine scheduling.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.